Some issues I'm seeing...
TLDR available
I hadn't played a lot of CS2 online because I hadn't had the time, so since "launch" I've been playing offline and keeping my mechanics fresh. The game feels great on 0 ping, but I've noticed a couple of issues now that I've had time to play online. I'm not sure if these are known issues or not, but I thought I'd share to try to bring some attention to them in order to improve the way the game feels.
The first thing I noticed was how inaccurate the AWP has felt, even offline. I did a little bit of testing and I found that even while scoped in and having the scope settle in, there's an unnecessary amount of spread. Your shots are never 100% on target, even when "fully accurate." This can make (and has made) shots miss, even if you're aiming directly at an enemy. I think this could be the source of many peoples' complaints of the AWP feeling like it isn't hitting or that there's "input delay." The spread causes your bullet to miss, sometimes behind your target, giving the appearance of lag. The spread isn't massive, but when you consider the AWP's status as a precision weapon, it seems a bit counterintuitive. Introducing latency to the mix can make this feel WILDLY inaccurate.
The other thing I've been seeing is a lot less of an issue, but ragdolls are not falling in the proper direction a lot of times. This causes issues with knowing where someone is being shot from. If someone falls to the right, you'd assume they were shot from the left. If they fell forward, they were shot from behind, and so on. That's how it was in source and GO. This visual indicator is very important in situations where you might not hear your opponents, but I'm seeing ragdolls fall toward their shooter, or in random directions a good chunk of the time I've been playing.
TL;DR - AWP has spread. Why? Supposed to be precise. Latency makes it feel worse. Also, ragdolls don't fall in the right direction from where they were shot. Valve, pls fix.
Posted Dec 5, 2023, 4:33 AM UTC
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